@DrSuperEvil: Go
Actually, when I say they don't power down, I mean that production buildings still work, even without power.
As far as I can recognize, they are removed, or at least set to be removed. (I.E. It looks like they should be getting removed, but aren't in-game.)
Also, fixed up the bomber bot having no model. I'll probably do some work on the Liner buildings next, any suggestions for what ones to focus on for now?
Yeah, slowing the animation speed would definately help I think.
A few things:
1. Unpowered buildings don't actually 'power down', although I'm sure that is just a setting that needs to be applied or something.
2. When the main base is destroyed, all the cables vanish. However, if you restore power, they remain gone and do not reappear for the buildings that got unpowered.
3. We are going to have to keep attachtment points in mind for our custom models. As several of the ones being used as is either cause the cables to go underground, or 'float' several inches from the edge of the building.....
In a mission involving the machines needing to take a now zerg-infected Terran settlement, they encounter the gate protecting the zerg-zone. So they need to go around and take down nearby hives or something that are somehow connected to the gate.
Perhaps they are providing it with creep, and once all the creep is gone from the gate, it dies?
I didn't see the zerg gate, so I don't think it was ever added in.
The power cable system also still needs to be added in, I blieve, as well as any conbination system for the fusion units. (Right now they're built from where I figured you would research the ability to make them.)
Double post, but I figured I would upload the latest version for everyone.
I wasn't really sure what to do for the Petard or Demo Droid, so they are the only units absent right now (Besides an air upgrade building of some sort.)
Requierments, Abillities, Upgrades, and all proper weapons still need to be added still, but I think we at least are making some notable progress.
Whats wrong with petard? That has a long history even if it is french in origin. Also mayeb check some of the other name suggestions for the units?
I actually have some hilarious unit names right now....
"Powerhouse Air Unit" and "Powerhouse Ground Unit" both come to mind rather quickly.... lol
I also have some fairly poorly implimented duplicate weapons that may need to be fixed up... >.> I originally thought to make them duplicates of normal weapons, so the upgrades could be programmed to work fine. But I didn't realize how much clutter it would make in several data fields... >.<
I'm working on more placeholders and getting everything ready for some sort of Alpha testing.
Currently, I need to add the Liner, Bomber Bot, Ariel Ace, and Petard.
I'll snag the map to work on some more and keep you guys updated. Although, Soul or someone will probably need to help me in moving everything over to another map for Alpha testing.
Alright peeps, I'm just now returning to SC2..... sorry for ghosting, I got addicted to SW:TOR for a while, and still kinda am.
As for Alpha testing. I was thinking of going in and creating a ton of placeholder units and buildings so we can add them to a normal map, like Metropolis or something, and let people mess around with out ideas, it will also give us some ideas of balance against other races and such.
I'll get to work in the test map, and then upload it so the combine mechanic can get added to all the fusion units and such, unless you all think we should just leave them as normal units for the very first version of Alpha.
EDIT: Just added a placeholder for the 'mech building', Junker, the Repair flyer, and the Powehouse units.
Alright, I have the validators for each tileset finished. I also added testure diffuse fields for each type of tileset (Urban, Jungle, ect.) and threw a few temporary textures on most of them. (Just because it looked cool, I used the dark protoss nexus for out current tileset.)
I haven't taken the time to set up the actor events for each validator yet.
The way it worked, was when several zerglings all got powered up at once, a couple of them didn't get any cables, despite being in the power field.
Moving them out and back in usually got them cales back, unless it was another larg group all getting powered together again.
The zerglings can't move without power.....
That means it's working, right?
EDIT:
There are still various times where zerglings in a powerfield won't have any cables.
@DrSuperEvil: Go Actually, when I say they don't power down, I mean that production buildings still work, even without power.
As far as I can recognize, they are removed, or at least set to be removed. (I.E. It looks like they should be getting removed, but aren't in-game.)
Also, fixed up the bomber bot having no model. I'll probably do some work on the Liner buildings next, any suggestions for what ones to focus on for now?
Yeah, slowing the animation speed would definately help I think.
A few things:
1. Unpowered buildings don't actually 'power down', although I'm sure that is just a setting that needs to be applied or something.
2. When the main base is destroyed, all the cables vanish. However, if you restore power, they remain gone and do not reappear for the buildings that got unpowered.
3. We are going to have to keep attachtment points in mind for our custom models. As several of the ones being used as is either cause the cables to go underground, or 'float' several inches from the edge of the building.....
Just checked it out....
I'm not sure if it is the model for out town hall or what, but they never stop swinging wildly.....
It's honestly very distracting.....
@SoulFilcher: Go
Admittedly, I didn't actually check the ariel ace in-game.... >.>
I knew I was probably gonna miss something doing all those at, like, midnight....
0.o Weird.
Maybe something messed up with changing it from the pylon and lings to the buildings? Maybe some other part of it got messed up?
Just an idea for the zerg gate:
In a mission involving the machines needing to take a now zerg-infected Terran settlement, they encounter the gate protecting the zerg-zone. So they need to go around and take down nearby hives or something that are somehow connected to the gate.
Perhaps they are providing it with creep, and once all the creep is gone from the gate, it dies?
I didn't see the zerg gate, so I don't think it was ever added in.
The power cable system also still needs to be added in, I blieve, as well as any conbination system for the fusion units. (Right now they're built from where I figured you would research the ability to make them.)
Double post, but I figured I would upload the latest version for everyone.
I wasn't really sure what to do for the Petard or Demo Droid, so they are the only units absent right now (Besides an air upgrade building of some sort.)
Requierments, Abillities, Upgrades, and all proper weapons still need to be added still, but I think we at least are making some notable progress.
I actually have some hilarious unit names right now....
"Powerhouse Air Unit" and "Powerhouse Ground Unit" both come to mind rather quickly.... lol
I also have some fairly poorly implimented duplicate weapons that may need to be fixed up... >.> I originally thought to make them duplicates of normal weapons, so the upgrades could be programmed to work fine. But I didn't realize how much clutter it would make in several data fields... >.<
Alright then.
I'm working on more placeholders and getting everything ready for some sort of Alpha testing.
Currently, I need to add the Liner, Bomber Bot, Ariel Ace, and Petard.
I'll snag the map to work on some more and keep you guys updated. Although, Soul or someone will probably need to help me in moving everything over to another map for Alpha testing.
Alright peeps, I'm just now returning to SC2..... sorry for ghosting, I got addicted to SW:TOR for a while, and still kinda am.
As for Alpha testing. I was thinking of going in and creating a ton of placeholder units and buildings so we can add them to a normal map, like Metropolis or something, and let people mess around with out ideas, it will also give us some ideas of balance against other races and such.
I'll get to work in the test map, and then upload it so the combine mechanic can get added to all the fusion units and such, unless you all think we should just leave them as normal units for the very first version of Alpha.
EDIT: Just added a placeholder for the 'mech building', Junker, the Repair flyer, and the Powehouse units.
@DrSuperEvil: Go
I didn't know we could combine Validators or Actor events.
I already set it up assuming we would just have one per tileset type.
Alright, I have the validators for each tileset finished. I also added testure diffuse fields for each type of tileset (Urban, Jungle, ect.) and threw a few temporary textures on most of them. (Just because it looked cool, I used the dark protoss nexus for out current tileset.)
I haven't taken the time to set up the actor events for each validator yet.